// Copyright 2009 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoCommon/HiresTextures.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include "Common/File.h" #include "Common/FileSearch.h" #include "Common/FileUtil.h" #include "Common/Flag.h" #include "Common/Hash.h" #include "Common/Logging/Log.h" #include "Common/MemoryUtil.h" #include "Common/StringUtil.h" #include "Common/Swap.h" #include "Common/Thread.h" #include "Common/Timer.h" #include "Core/Config/GraphicsSettings.h" #include "Core/ConfigManager.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/VideoConfig.h" struct DiskTexture { std::string path; bool has_arbitrary_mipmaps; }; static std::unordered_map s_textureMap; static std::unordered_map> s_textureCache; static std::mutex s_textureCacheMutex; static std::mutex s_textureCacheAquireMutex; // for high priority access static Common::Flag s_textureCacheAbortLoading; static std::thread s_prefetcher; static const std::string s_format_prefix = "tex1_"; HiresTexture::Level::Level() : data(nullptr, SOIL_free_image_data) { } void HiresTexture::Init() { Update(); } void HiresTexture::Shutdown() { if (s_prefetcher.joinable()) { s_textureCacheAbortLoading.Set(); s_prefetcher.join(); } s_textureMap.clear(); s_textureCache.clear(); } void HiresTexture::Update() { if (s_prefetcher.joinable()) { s_textureCacheAbortLoading.Set(); s_prefetcher.join(); } if (!g_ActiveConfig.bHiresTextures) { s_textureMap.clear(); s_textureCache.clear(); return; } if (!g_ActiveConfig.bCacheHiresTextures) { s_textureCache.clear(); } const std::string& game_id = SConfig::GetInstance().GetGameID(); const std::string texture_directory = GetTextureDirectory(game_id); std::vector extensions{ ".png", ".bmp", ".tga", ".dds", ".jpg" // Why not? Could be useful for large photo-like textures }; const std::vector texture_paths = Common::DoFileSearch({texture_directory}, extensions, /*recursive*/ true); const std::string code = game_id + "_"; for (auto& path : texture_paths) { std::string filename; SplitPath(path, nullptr, &filename, nullptr); if (filename.substr(0, s_format_prefix.length()) == s_format_prefix) { const size_t arb_index = filename.rfind("_arb"); const bool has_arbitrary_mipmaps = arb_index != std::string::npos; if (has_arbitrary_mipmaps) filename.erase(arb_index, 4); s_textureMap[filename] = {path, has_arbitrary_mipmaps}; } } if (g_ActiveConfig.bCacheHiresTextures) { // remove cached but deleted textures auto iter = s_textureCache.begin(); while (iter != s_textureCache.end()) { if (s_textureMap.find(iter->first) == s_textureMap.end()) { iter = s_textureCache.erase(iter); } else { iter++; } } s_textureCacheAbortLoading.Clear(); s_prefetcher = std::thread(Prefetch); } } void HiresTexture::Prefetch() { Common::SetCurrentThreadName("Prefetcher"); size_t size_sum = 0; size_t sys_mem = Common::MemPhysical(); size_t recommended_min_mem = 2 * size_t(1024 * 1024 * 1024); // keep 2GB memory for system stability if system RAM is 4GB+ - use half of memory in other cases size_t max_mem = (sys_mem / 2 < recommended_min_mem) ? (sys_mem / 2) : (sys_mem - recommended_min_mem); u32 starttime = Common::Timer::GetTimeMs(); for (const auto& entry : s_textureMap) { const std::string& base_filename = entry.first; if (base_filename.find("_mip") == std::string::npos) { { // try to get this mutex first, so the video thread is allow to get the real mutex faster std::unique_lock lk(s_textureCacheAquireMutex); } std::unique_lock lk(s_textureCacheMutex); auto iter = s_textureCache.find(base_filename); if (iter == s_textureCache.end()) { // unlock while loading a texture. This may result in a race condition where we'll load a // texture twice, // but it reduces the stuttering a lot. Notice: The loading library _must_ be thread safe // now. // But bad luck, SOIL isn't, so TODO: remove SOIL usage here and use libpng directly // Also TODO: remove s_textureCacheAquireMutex afterwards. It won't be needed as the main // mutex will be locked rarely // lk.unlock(); std::unique_ptr texture = Load(base_filename, 0, 0); // lk.lock(); if (texture) { std::shared_ptr ptr(std::move(texture)); iter = s_textureCache.insert(iter, std::make_pair(base_filename, ptr)); } } if (iter != s_textureCache.end()) { for (const Level& l : iter->second->m_levels) { size_sum += l.data_size; } } } if (s_textureCacheAbortLoading.IsSet()) { return; } if (size_sum > max_mem) { Config::SetCurrent(Config::GFX_HIRES_TEXTURES, false); OSD::AddMessage( StringFromFormat( "Custom Textures prefetching after %.1f MB aborted, not enough RAM available", size_sum / (1024.0 * 1024.0)), 10000); return; } } u32 stoptime = Common::Timer::GetTimeMs(); OSD::AddMessage(StringFromFormat("Custom Textures loaded, %.1f MB in %.1f s", size_sum / (1024.0 * 1024.0), (stoptime - starttime) / 1000.0), 10000); } std::string HiresTexture::GenBaseName(const u8* texture, size_t texture_size, const u8* tlut, size_t tlut_size, u32 width, u32 height, TextureFormat format, bool has_mipmaps, bool dump) { if (!dump && s_textureMap.empty()) return ""; // checking for min/max on paletted textures u32 min = 0xffff; u32 max = 0; switch (tlut_size) { case 0: break; case 16 * 2: for (size_t i = 0; i < texture_size; i++) { const u32 low_nibble = texture[i] & 0xf; const u32 high_nibble = texture[i] >> 4; std::tie(min, max) = std::minmax({min, max, low_nibble, high_nibble}); } break; case 256 * 2: { const auto minmax = std::minmax_element(texture, texture + texture_size); min = *minmax.first; max = *minmax.second; break; } case 16384 * 2: for (size_t i = 0; i < texture_size; i += sizeof(u16)) { const u32 texture_halfword = Common::swap16(texture[i]) & 0x3fff; std::tie(min, max) = std::minmax({min, max, texture_halfword}); } break; } if (tlut_size > 0) { tlut_size = 2 * (max + 1 - min); tlut += 2 * min; } u64 tex_hash = XXH64(texture, texture_size, 0); u64 tlut_hash = tlut_size ? XXH64(tlut, tlut_size, 0) : 0; std::string basename = s_format_prefix + StringFromFormat("%dx%d%s_%016" PRIx64, width, height, has_mipmaps ? "_m" : "", tex_hash); std::string tlutname = tlut_size ? StringFromFormat("_%016" PRIx64, tlut_hash) : ""; std::string formatname = StringFromFormat("_%d", static_cast(format)); std::string fullname = basename + tlutname + formatname; // try to match a wildcard template if (!dump && s_textureMap.find(basename + "_*" + formatname) != s_textureMap.end()) return basename + "_*" + formatname; // else generate the complete texture if (dump || s_textureMap.find(fullname) != s_textureMap.end()) return fullname; return ""; } u32 HiresTexture::CalculateMipCount(u32 width, u32 height) { u32 mip_width = width; u32 mip_height = height; u32 mip_count = 1; while (mip_width > 1 || mip_height > 1) { mip_width = std::max(mip_width / 2, 1u); mip_height = std::max(mip_height / 2, 1u); mip_count++; } return mip_count; } std::shared_ptr HiresTexture::Search(const u8* texture, size_t texture_size, const u8* tlut, size_t tlut_size, u32 width, u32 height, TextureFormat format, bool has_mipmaps) { std::string base_filename = GenBaseName(texture, texture_size, tlut, tlut_size, width, height, format, has_mipmaps); std::lock_guard lk2(s_textureCacheAquireMutex); std::lock_guard lk(s_textureCacheMutex); auto iter = s_textureCache.find(base_filename); if (iter != s_textureCache.end()) { return iter->second; } std::shared_ptr ptr(Load(base_filename, width, height)); if (ptr && g_ActiveConfig.bCacheHiresTextures) { s_textureCache[base_filename] = ptr; } return ptr; } std::unique_ptr HiresTexture::Load(const std::string& base_filename, u32 width, u32 height) { // We need to have a level 0 custom texture to even consider loading. auto filename_iter = s_textureMap.find(base_filename); if (filename_iter == s_textureMap.end()) return nullptr; // Try to load level 0 (and any mipmaps) from a DDS file. // If this fails, it's fine, we'll just load level0 again using SOIL. // Can't use make_unique due to private constructor. std::unique_ptr ret = std::unique_ptr(new HiresTexture()); const DiskTexture& first_mip_file = filename_iter->second; ret->m_has_arbitrary_mipmaps = first_mip_file.has_arbitrary_mipmaps; LoadDDSTexture(ret.get(), first_mip_file.path); // Load remaining mip levels, or from the start if it's not a DDS texture. for (u32 mip_level = static_cast(ret->m_levels.size());; mip_level++) { std::string filename = base_filename; if (mip_level != 0) filename += StringFromFormat("_mip%u", mip_level); filename_iter = s_textureMap.find(filename); if (filename_iter == s_textureMap.end()) break; // Try loading DDS textures first, that way we maintain compression of DXT formats. // TODO: Reduce the number of open() calls here. We could use one fd. Level level; if (!LoadDDSTexture(level, filename_iter->second.path)) { File::IOFile file; file.Open(filename_iter->second.path, "rb"); std::vector buffer(file.GetSize()); file.ReadBytes(buffer.data(), file.GetSize()); if (!LoadTexture(level, buffer)) { ERROR_LOG(VIDEO, "Custom texture %s failed to load", filename.c_str()); break; } } ret->m_levels.push_back(std::move(level)); } // If we failed to load any mip levels, we can't use this texture at all. if (ret->m_levels.empty()) return nullptr; // Verify that the aspect ratio of the texture hasn't changed, as this could have side-effects. const Level& first_mip = ret->m_levels[0]; if (first_mip.width * height != first_mip.height * width) { ERROR_LOG(VIDEO, "Invalid custom texture size %ux%u for texture %s. The aspect differs " "from the native size %ux%u.", first_mip.width, first_mip.height, first_mip_file.path.c_str(), width, height); } // Same deal if the custom texture isn't a multiple of the native size. if (width != 0 && height != 0 && (first_mip.width % width || first_mip.height % height)) { ERROR_LOG(VIDEO, "Invalid custom texture size %ux%u for texture %s. Please use an integer " "upscaling factor based on the native size %ux%u.", first_mip.width, first_mip.height, first_mip_file.path.c_str(), width, height); } // Verify that each mip level is the correct size (divide by 2 each time). u32 current_mip_width = first_mip.width; u32 current_mip_height = first_mip.height; for (u32 mip_level = 1; mip_level < static_cast(ret->m_levels.size()); mip_level++) { if (current_mip_width != 1 || current_mip_height != 1) { current_mip_width = std::max(current_mip_width / 2, 1u); current_mip_height = std::max(current_mip_height / 2, 1u); const Level& level = ret->m_levels[mip_level]; if (current_mip_width == level.width && current_mip_height == level.height) continue; ERROR_LOG(VIDEO, "Invalid custom texture size %dx%d for texture %s. Mipmap level %u must be %dx%d.", level.width, level.height, first_mip_file.path.c_str(), mip_level, current_mip_width, current_mip_height); } else { // It is invalid to have more than a single 1x1 mipmap. ERROR_LOG(VIDEO, "Custom texture %s has too many 1x1 mipmaps. Skipping extra levels.", first_mip_file.path.c_str()); } // Drop this mip level and any others after it. while (ret->m_levels.size() > mip_level) ret->m_levels.pop_back(); } // All levels have to have the same format. if (std::any_of(ret->m_levels.begin(), ret->m_levels.end(), [&ret](const Level& l) { return l.format != ret->m_levels[0].format; })) { ERROR_LOG(VIDEO, "Custom texture %s has inconsistent formats across mip levels.", first_mip_file.path.c_str()); return nullptr; } return ret; } bool HiresTexture::LoadTexture(Level& level, const std::vector& buffer) { int channels; int width; int height; u8* data = SOIL_load_image_from_memory(buffer.data(), static_cast(buffer.size()), &width, &height, &channels, SOIL_LOAD_RGBA); if (!data) return false; // Images loaded by SOIL are converted to RGBA. level.width = static_cast(width); level.height = static_cast(height); level.format = AbstractTextureFormat::RGBA8; level.data = ImageDataPointer(data, SOIL_free_image_data); level.row_length = level.width; level.data_size = static_cast(level.row_length) * 4 * level.height; return true; } std::string HiresTexture::GetTextureDirectory(const std::string& game_id) { const std::string texture_directory = File::GetUserPath(D_HIRESTEXTURES_IDX) + game_id; // If there's no directory with the region-specific ID, look for a 3-character region-free one if (!File::Exists(texture_directory)) return File::GetUserPath(D_HIRESTEXTURES_IDX) + game_id.substr(0, 3); return texture_directory; } HiresTexture::~HiresTexture() { } AbstractTextureFormat HiresTexture::GetFormat() const { return m_levels.at(0).format; } bool HiresTexture::HasArbitraryMipmaps() const { return m_has_arbitrary_mipmaps; }